Re: Voice acting

I disagree, actually... the deciding factor should be a campaign's quality, not its size. ST:R, BP:AoA, and Derelict are all quality campaigns that deserve their voice-acting; and they range in size from 18 missions to over 50. On the other hand, Second Great War Part II has more missions than any of them, and nobody is arguing that it should be voice-acted based on its length.

By "magnitude", I meant potential for quality. You know with it being a very unique campaign story idea and what not. I realize my other post wasn't very clear, but yeah, I didn't mean to be talking about size.

Hmmm... Are you offering me an assignment in the team? I'm currently learning modelling and fredding. When I feel ready I'll surely post something for the community to download and review in the proper forum. So no, I'm not ready yet, but I'll surely be there to help as soon as I can.

Fair enough. We did spend a lot of time on TVWP's story, but we weren't able to execute the campaign to the level the story demanded...

...for Chapter 1 anyway. Hopefully some new blood might be able to change things for Chapter 2.

Well, there are a lot of glitches and bugs, which is inexcusable considering the time it took, but I don't understand why everybody feels things like primitive sensors, limited ammo and the flight model ruined the mod. Those are actually the things that set this mod apart from other mods, and give it that early space wars feeling that it's supposed to have. It also helps balancing, because it finally means Alpha 1 can't do everything by himself.I see things to be fixed, but nothing to be regretful or ashamed of so far. This is an excellent mod.

Bah', you disappoint me guys, I was actually expecting another fight from you two. Just kidding.

Why? I only argue with Battuta when he's wrong.

Ha ha! It's just that it so looked like Battuta was spoiling for a fight with you.

Actually my opinions are based off civil discussion with Goob, so in a sense I was supporting him (pre-emptively.)

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Well, there are a lot of glitches and bugs, which is inexcusable considering the time it took, but I don't understand why everybody feels things like primitive sensors, limited ammo and the flight model ruined the mod. Those are actually the things that set this mod apart from other mods, and give it that early space wars feeling that it's supposed to have. It also helps balancing, because it finally means Alpha 1 can't do everything by himself.I see things to be fixed, but nothing to be regretful or ashamed of so far. This is an excellent mod.

Nobody has said that things like primitive sensors, limited ammo, or the flight model ruined the mod.

Well, there are a lot of glitches and bugs, which is inexcusable considering the time it took, but I don't understand why everybody feels things like primitive sensors, limited ammo and the flight model ruined the mod. Those are actually the things that set this mod apart from other mods, and give it that early space wars feeling that it's supposed to have. It also helps balancing, because it finally means Alpha 1 can't do everything by himself.I see things to be fixed, but nothing to be regretful or ashamed of so far. This is an excellent mod.

Nobody has said that things like primitive sensors, limited ammo, or the flight model ruined the mod.

You didn't. I've read some complains about that (particularly the sensors).

Re: Voice acting

My specific complaint about the primitive sensors thing is that it doesn't make sense. Why would space fighters have combat avionics on par with your average Spitfire? Lead-computing gunsights have been around since the Korean War (or earlier), why did the builders of highly advanced spce combat craft suddenly forget how to make them? Second, sensor detection in space is ridiculously easy when using infrared, making stealth against passive sensors close to impossible (unless you're hiding in front of something that is significantly hotter than you, the Sun, for example). So, why is it that I don't have the basic avionics nearly every plane flying in today's skies has by default? It's just a huge, and I mean gargantuan, immersion breaker for me, as my suspension of disbelief just doesn't go that far. TVTropes calls this an Interface Screw, which in this case leads directly to Fake Difficulty.

17:37:02 Quanto: I want to have sexual intercourse with every space elf in existence17:37:11 SpardaSon21: even the males?17:37:22 Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

Re: Voice acting

I'm currently learning modelling and fredding. When I feel ready I'll surely post something for the community to download and review in the proper forum. So no, I'm not ready yet, but I'll surely be there to help as soon as I can.

Excellent.

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Well, there are a lot of glitches and bugs, which is inexcusable considering the time it took, but I don't understand why everybody feels things like primitive sensors, limited ammo and the flight model ruined the mod. Those are actually the things that set this mod apart from other mods, and give it that early space wars feeling that it's supposed to have. It also helps balancing, because it finally means Alpha 1 can't do everything by himself.I see things to be fixed, but nothing to be regretful or ashamed of so far. This is an excellent mod.

So you didn't liked the Interceptor and the Heavy fighter. Those are actually my favourite ones.

No, I like them. They definitely look interesting, as opposed to a bunch of booleaned shapes stuck together. They show promise, but they're probably not ready to be included in any mods yet. Good practice though.

My specific complaint about the primitive sensors thing is that it doesn't make sense. Why would space fighters have combat avionics on par with your average Spitfire? Lead-computing gunsights have been around since the Korean War (or earlier), why did the builders of highly advanced spce combat craft suddenly forget how to make them? Second, sensor detection in space is ridiculously easy when using infrared, making stealth against passive sensors close to impossible (unless you're hiding in front of something that is significantly hotter than you, the Sun, for example). So, why is it that I don't have the basic avionics nearly every plane flying in today's skies has by default? It's just a huge, and I mean gargantuan, immersion breaker for me, as my suspension of disbelief just doesn't go that far. TVTropes calls this an Interface Screw, which in this case leads directly to Fake Difficulty.

These are perfectly legitimate criticisms. I can only resspond by saying our motivation was not to create Fake Difficulty, which is a pet peeve of mine as well. In fact, we tried to stay aware of this while balancing missions.

Instead, our motivation was to extrapolate the history of tech advancement. In the Great War, you acquired shields and intersystem subspace drives. In the middle of the Terran-Vasudan War, you acquire fighter-mountable subspace drives (this is our in-universe reason for why the GTEP Hermes suddenly became practical). What is a plausible tech advancement for the Unification War? Well, there's not much you can take away from a ship that has no subspace drives and no shields. We decided that targeting sensors would be a good candiate. (You could argue the same for energy weapons, but we wanted to introduce those in Chapter 2.)